A G-Type infantryman is an open character build platform. Contrast the G-Type to the Pilot, Power Armor Marine, Parapsychic, and Special Forces (psi/arcane/etc). The G-Type does not pilot a vehicle, possess a suit of power armor, specialize in any school of parapsychic studies, magic studies or any other general esoteric practice. Typically, the G-Type infantryman is deployed on foot, or as a group in a vehicle transport to engage enemy forces with heavy weaponry. What is the Purpose of the G-Type within M.A.G.E.?

Drawing on sources as diverse as Street Fighter, Mortal Kombat, Cthulutech, Command and Conquer, and Final Fantasy (specifically 7) creates many specialized groups, ranging from SOLDIER to the Tekunnin. This does leave most of the good guys, or common soldiers sitting at the kids table at Thanksgiving. The purpose of the G-Type build is to have a playable character template that can be used for the Major Guiles, Cammy Whites, Sonya Blades, and Major Jaxes. It is also the spot for basic infantry builds.

What can a G-Type unit do?

G-Type units have access to only 4 of the currently 6 character build priorities (They have access to Attributes, Skills, Gear, and Special Abilities, they do not have access to Secret Organization, or Vehicle).

Attribute primary build - The physical supersoldier. Insert Kurt Russel from Soldier, Rambo, or Schwarzenegger war movie of choice or your common movie of the week badass (Steven Seagals, JCVDs, etc). Natural leaders, Attribute primaries are improvisors, are seldom attached to their equipment. Skills and gear are supporting, with the character capable of a few tasks, but specialized at none (other than kicking ass)

Skill primary build - the supporting specialist, or the jack of all trades build. This character sits in a spaceholder position for specialists such as electronics hacker types, demolition experts, scouts, hunters, etc. Opposing the specialist is the jack of all trades, who can drive any stolen vehicle, jury rig a weapon, pick a lock, or anything else where the player puts a small number of points in a large number of skills.

Gear Primary Build - Sometimes a character is an extension of, or simple method of using a really cool weapon that is over the top. On a basic level, the Gear Primary build is the heavy weapons soldier with the biggest guns of the entire squad. Need a six barrel gatling laser carried around, this is the man for the job, likewise for a tech heavy approach to a job such as the stealth suited scout, auto-doc, or repairman/mechanic.

Special Abilities Build - Sometimes you want to build something a bit out there without having to sign up for the Mutant registration act, or join a large shadowy organization that wants to exploit your newfangled abilities for their benefit. This a potentially gigantic in terms of what can be used, ranging from simply collecting merits and neat tricks (Devils luck to reroll bad dice, sharp senses, ambidextrous, bonus at specific task/skill, etc) to demonstrating limited supernatural abilities (Chi attacks added to unarmed combat, limited parapsychic power, speak to the dead, etc) Special Abilities builds are the most likely to require explanations, as they are also potentially the most likely to break game balance.

Why play a G-Type?

G-Types are the most common sort of soldiers in the era of M.A.G.E. and are faced with the most daunting tasks, requiring intense commitment and personal discipline. The pilots and crews of fighters and ships get to run away home after a fight, and the crews of tanks and mecha are afforded the protection (physical and emotional) of heavily armored and armed warmachines. Even the power armor trooper is afforded the intimate protection of a battle armor suit that can usually stop all small arms fire and sometimes survive heavy weapons unscathed.

G-Types are also the most likely, representing the best of their respective forces (national and super power militaries, international police agencies, intelligence agency operatives, etc) to encounter baddies on the ground. Magic using chaos cultists arent attacked from orbit, or with multi-ton war machines, and cyberninjas make hamburger meat out of police officers and basic infantry.

Reasons to not play a G-Typefor one, playing a G-type is a game of survival, they do not have heavy armor to repel energy blasts. Dumb mistakes lead to body counts and new characters. They are at the mercy of warships, tanks, power armor, mecha, fighters, bombers, artillery strikes as well as fighting against parapsychic enemy factions, specialized and heavy armed radical sects (COBRA!).

Delta Red is an elite branch of the Atlantic Federation Bureau of Intelligence. Agents of Delta Red are dispatched to locate and eliminate threats to the welfare of the Federation, ranging from mundane offenses such as garden variety sedition and terrorist leitmotifs of bombings, kidnappings and the like up to dealing with supernatural offenders such as magic using cultists, rogue parapsychics, and the like.

As such, the department favors Attribute Priority characters, and they excel in unarmed combat. In a typical encounter, only half of a Delta Red team would carry serious weapons, while the rest would use pistols, or unarmed combat. The force functions on a level of not being noticed, so gear builds are discouraged.

Special Ability Builds generally work around unarmed combat special abilities, such as Limit Break style multiple attack combos, or special moves (Hollywood wire-work comes to mind)